This commit is contained in:
Chris Bell 2025-02-24 21:04:17 -06:00
commit 6bd1c44fc8
23 changed files with 367 additions and 0 deletions

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1-Bit Pack (1.2)
Created/distributed by Kenney (www.kenney.nl)
Creation date: 09-11-2021
------------------------------
License: (Creative Commons Zero, CC0)
http://creativecommons.org/publicdomain/zero/1.0/
This content is free to use in personal, educational and commercial projects.
Support us by crediting Kenney or www.kenney.nl (this is not mandatory)
------------------------------
Donate: http://support.kenney.nl
Patreon: http://patreon.com/kenney/
Follow on Twitter for updates:
http://twitter.com/KenneyNL

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<map version="1.2" tiledversion="2018.12.22" orientation="orthogonal" renderorder="right-down" width="48" height="24" tilewidth="16" tileheight="16" infinite="0" nextlayerid="3" nextobjectid="1">
<tileset firstgid="1" source="tileset_colored.tsx"/>
<layer id="2" name="Tile Layer 1" width="48" height="24">
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</data>
</layer>
</map>

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<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.2" tiledversion="2018.12.22" name="colored" tilewidth="16" tileheight="16" spacing="1" tilecount="1024" columns="32">
<image source="tileset_legacy.png" width="543" height="543"/>
</tileset>

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Tilesheet information:
Tile size • 16px × 16px
Space between tiles • 1px × 1px
---
Total tiles (horizontal) • 49 tiles
Total tiles (vertical) • 22 tiles
---
Total tiles in sheet • 1078 tiles

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game/assets/tiles.png Normal file

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game/game Executable file

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game/game.odin Normal file
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package game
import "core:fmt"
import rl "vendor:raylib"
player : Player
world : World
main :: proc() {
rl.InitWindow(1280, 720, "Odin game")
player.position.x = CELL_SIZE * 5
player.position.y = CELL_SIZE * 5
load_tilemap()
defer unload_tilemap()
fill_world_grid_with_nothing(&world)
t := Tile {
type = .WALL,
color = rl.WHITE,
tilemap_pos = {0,1},
}
t2 := Tile {
type = .WALL,
color = rl.WHITE,
tilemap_pos = {0,1},
}
t3 := Tile {
type = .WALL,
color = rl.WHITE,
tilemap_pos = {0,1},
}
set_grid_tile(&world, {3,3}, t)
set_grid_tile(&world, {3,4}, t2)
set_grid_tile(&world, {3,5}, t3)
fmt.println(world.grid[3][3])
game_loop()
}
game_loop :: proc() {
for !rl.WindowShouldClose() {
update()
rl.BeginDrawing()
rl.ClearBackground(rl.BLACK)
draw()
rl.EndDrawing()
}
}
update :: proc() {
handle_player_input(&player)
}
draw :: proc() {
draw_player(&player)
draw_world(&world)
}

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game/math.odin Normal file
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package game
Vec2i :: struct {
x: u32,
y:u32,
}

39
game/player.odin Normal file
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package game
import rl "vendor:raylib"
import "core:fmt"
Player :: struct {
position : rl.Vector2,
}
handle_player_input :: proc(p : ^Player) {
if rl.IsKeyPressed(.RIGHT) {
p.position.x += CELL_SIZE
}
if rl.IsKeyPressed(.LEFT) {
p.position.x -= CELL_SIZE
}
if rl.IsKeyPressed(.UP) {
p.position.y -= CELL_SIZE
}
if rl.IsKeyPressed(.DOWN) {
p.position.y += CELL_SIZE
}
}
get_player_grid_position :: proc(player:^Player) -> rl.Vector2 {
grid_pos_x := player.position.x / CELL_SIZE
grid_pos_y := player.position.y / CELL_SIZE
return {grid_pos_x, grid_pos_y}
}
draw_player :: proc(player:^Player) {
draw_tile({27,0}, player.position, rl.WHITE)
}

35
game/tilemap.odin Normal file
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package game
import rl "vendor:raylib"
TILE_SIZE :: 16
TILE_IMAGE_PATH :: "assets/tiles.png"
tilemap_image : rl.Texture2D
tilesX : i32
tilesY : i32
load_tilemap :: proc() {
tilemap_image = rl.LoadTexture(TILE_IMAGE_PATH)
tilesX = tilemap_image.width / TILE_SIZE
tilesY = tilemap_image.height / TILE_SIZE
}
unload_tilemap :: proc() {
rl.UnloadTexture(tilemap_image)
}
draw_tile :: proc(tilemap_pos:rl.Vector2, draw_pos:rl.Vector2, color:rl.Color) {
source_rect := rl.Rectangle {
x = tilemap_pos.x * TILE_SIZE,
y = tilemap_pos.y * TILE_SIZE,
width = TILE_SIZE,
height = TILE_SIZE
}
rl.DrawTextureRec(tilemap_image, source_rect, draw_pos, color)
}

54
game/world.odin Normal file
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package game
import rl "vendor:raylib"
import "core:fmt"
CELL_SIZE :: 16
WORLD_SIZE :: 10
World :: struct {
grid: [WORLD_SIZE][WORLD_SIZE]Tile
}
Tile :: struct {
type: TileType,
tilemap_pos:rl.Vector2,
color:rl.Color,
}
TileType :: enum {
NOTHING,
WALL,
DOOR,
FLOOR,
}
set_grid_tile :: proc(w:^World, pos:Vec2i, t:Tile) {
w.grid[pos.x][pos.y] = t
}
fill_world_grid_with_nothing :: proc(w:^World) {
for x in 0..< len(w.grid) {
for y in 0..<len(w.grid) {
w.grid[x][y] = Tile {
type = .NOTHING,
tilemap_pos = {0,0}
}
}
}
}
draw_world :: proc(w:^World) {
for x in 0..< len(w.grid) {
for y in 0..< len(w.grid) {
tile := w.grid[x][y]
posX := x * TILE_SIZE
posY := y * TILE_SIZE
if tile.type != .NOTHING {
draw_tile(tile.tilemap_pos, {f32(posX), f32(posY)}, tile.color)
}
}
}
}